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The action is classic Megaman: you run, dash, and jump through hostile territory using an arsenal of weapons against swarms of enemy machines. New to MMZ3 is a versatile weapon called a Recoil Rod, which can be charged up and fired to launch Zero high into the air, push heavy blocks, and send armored foes flying as if they’d just been given wings in a Red Bull commercial. Also, the “Cyber-Elf” system that lets you breed-and-feed your own power-ups has been greatly improved over the first two Zero games; many of the creatures are now re-usable and you can equip two of them at a time. By far, my favorite feature in the game is a temporal anomaly called Cyberspace, which allows you to run through a level while phased in a parallel dimension. All of the Cyber-Elves you’ve collected will activate automatically, so if you’ve collected a lot of Elves, you'll be insanely powerful. It’s a good way to “cheat” your way through particularly difficult areas.
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